mirror of
https://github.com/bevyengine/bevy
synced 2024-12-22 11:03:06 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
269 lines
8.1 KiB
Rust
269 lines
8.1 KiB
Rust
//! Demonstrates volumetric fog and lighting (light shafts or god rays).
|
|
|
|
use bevy::{
|
|
color::palettes::css::RED,
|
|
core_pipeline::{bloom::Bloom, tonemapping::Tonemapping, Skybox},
|
|
math::vec3,
|
|
pbr::{FogVolume, VolumetricFog, VolumetricLight},
|
|
prelude::*,
|
|
};
|
|
|
|
const DIRECTIONAL_LIGHT_MOVEMENT_SPEED: f32 = 0.02;
|
|
|
|
/// The current settings that the user has chosen.
|
|
#[derive(Resource)]
|
|
struct AppSettings {
|
|
/// Whether volumetric spot light is on.
|
|
volumetric_spotlight: bool,
|
|
/// Whether volumetric point light is on.
|
|
volumetric_pointlight: bool,
|
|
}
|
|
|
|
impl Default for AppSettings {
|
|
fn default() -> Self {
|
|
Self {
|
|
volumetric_spotlight: true,
|
|
volumetric_pointlight: true,
|
|
}
|
|
}
|
|
}
|
|
|
|
// Define a struct to store parameters for the point light's movement.
|
|
#[derive(Component)]
|
|
struct MoveBackAndForthHorizontally {
|
|
min_x: f32,
|
|
max_x: f32,
|
|
speed: f32,
|
|
}
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(ClearColor(Color::Srgba(Srgba {
|
|
red: 0.02,
|
|
green: 0.02,
|
|
blue: 0.02,
|
|
alpha: 1.0,
|
|
})))
|
|
.insert_resource(AmbientLight::NONE)
|
|
.init_resource::<AppSettings>()
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, tweak_scene)
|
|
.add_systems(Update, (move_directional_light, move_point_light))
|
|
.add_systems(Update, adjust_app_settings)
|
|
.run();
|
|
}
|
|
|
|
/// Initializes the scene.
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, app_settings: Res<AppSettings>) {
|
|
// Spawn the glTF scene.
|
|
commands.spawn(SceneRoot(asset_server.load(
|
|
GltfAssetLabel::Scene(0).from_asset("models/VolumetricFogExample/VolumetricFogExample.glb"),
|
|
)));
|
|
|
|
// Spawn the camera.
|
|
commands
|
|
.spawn((
|
|
Camera3d::default(),
|
|
Camera {
|
|
hdr: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(-1.7, 1.5, 4.5).looking_at(vec3(-1.5, 1.7, 3.5), Vec3::Y),
|
|
Tonemapping::TonyMcMapface,
|
|
Bloom::default(),
|
|
))
|
|
.insert(Skybox {
|
|
image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
|
|
brightness: 1000.0,
|
|
..default()
|
|
})
|
|
.insert(VolumetricFog {
|
|
// This value is explicitly set to 0 since we have no environment map light
|
|
ambient_intensity: 0.0,
|
|
..default()
|
|
});
|
|
|
|
// Add the point light
|
|
commands.spawn((
|
|
Transform::from_xyz(-0.4, 1.9, 1.0),
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
range: 150.0,
|
|
color: RED.into(),
|
|
intensity: 1000.0,
|
|
..default()
|
|
},
|
|
VolumetricLight,
|
|
MoveBackAndForthHorizontally {
|
|
min_x: -1.93,
|
|
max_x: -0.4,
|
|
speed: -0.2,
|
|
},
|
|
));
|
|
|
|
// Add the spot light
|
|
commands.spawn((
|
|
Transform::from_xyz(-1.8, 3.9, -2.7).looking_at(Vec3::ZERO, Vec3::Y),
|
|
SpotLight {
|
|
intensity: 5000.0, // lumens
|
|
color: Color::WHITE,
|
|
shadows_enabled: true,
|
|
inner_angle: 0.76,
|
|
outer_angle: 0.94,
|
|
..default()
|
|
},
|
|
VolumetricLight,
|
|
));
|
|
|
|
// Add the fog volume.
|
|
commands.spawn((
|
|
FogVolume::default(),
|
|
Transform::from_scale(Vec3::splat(35.0)),
|
|
));
|
|
|
|
// Add the help text.
|
|
commands.spawn((
|
|
create_text(&app_settings),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|
|
|
|
fn create_text(app_settings: &AppSettings) -> Text {
|
|
format!(
|
|
"{}\n{}\n{}",
|
|
"Press WASD or the arrow keys to change the direction of the directional light",
|
|
if app_settings.volumetric_pointlight {
|
|
"Press P to turn volumetric point light off"
|
|
} else {
|
|
"Press P to turn volumetric point light on"
|
|
},
|
|
if app_settings.volumetric_spotlight {
|
|
"Press L to turn volumetric spot light off"
|
|
} else {
|
|
"Press L to turn volumetric spot light on"
|
|
}
|
|
)
|
|
.into()
|
|
}
|
|
|
|
/// A system that makes directional lights in the glTF scene into volumetric
|
|
/// lights with shadows.
|
|
fn tweak_scene(
|
|
mut commands: Commands,
|
|
mut lights: Query<(Entity, &mut DirectionalLight), Changed<DirectionalLight>>,
|
|
) {
|
|
for (light, mut directional_light) in lights.iter_mut() {
|
|
// Shadows are needed for volumetric lights to work.
|
|
directional_light.shadows_enabled = true;
|
|
commands.entity(light).insert(VolumetricLight);
|
|
}
|
|
}
|
|
|
|
/// Processes user requests to move the directional light.
|
|
fn move_directional_light(
|
|
input: Res<ButtonInput<KeyCode>>,
|
|
mut directional_lights: Query<&mut Transform, With<DirectionalLight>>,
|
|
) {
|
|
let mut delta_theta = Vec2::ZERO;
|
|
if input.pressed(KeyCode::KeyW) || input.pressed(KeyCode::ArrowUp) {
|
|
delta_theta.y += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
if input.pressed(KeyCode::KeyS) || input.pressed(KeyCode::ArrowDown) {
|
|
delta_theta.y -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
if input.pressed(KeyCode::KeyA) || input.pressed(KeyCode::ArrowLeft) {
|
|
delta_theta.x += DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
if input.pressed(KeyCode::KeyD) || input.pressed(KeyCode::ArrowRight) {
|
|
delta_theta.x -= DIRECTIONAL_LIGHT_MOVEMENT_SPEED;
|
|
}
|
|
|
|
if delta_theta == Vec2::ZERO {
|
|
return;
|
|
}
|
|
|
|
let delta_quat = Quat::from_euler(EulerRot::XZY, delta_theta.y, 0.0, delta_theta.x);
|
|
for mut transform in directional_lights.iter_mut() {
|
|
transform.rotate(delta_quat);
|
|
}
|
|
}
|
|
|
|
// Toggle point light movement between left and right.
|
|
fn move_point_light(
|
|
timer: Res<Time>,
|
|
mut objects: Query<(&mut Transform, &mut MoveBackAndForthHorizontally)>,
|
|
) {
|
|
for (mut transform, mut move_data) in objects.iter_mut() {
|
|
let mut translation = transform.translation;
|
|
let mut need_toggle = false;
|
|
translation.x += move_data.speed * timer.delta_secs();
|
|
if translation.x > move_data.max_x {
|
|
translation.x = move_data.max_x;
|
|
need_toggle = true;
|
|
} else if translation.x < move_data.min_x {
|
|
translation.x = move_data.min_x;
|
|
need_toggle = true;
|
|
}
|
|
if need_toggle {
|
|
move_data.speed = -move_data.speed;
|
|
}
|
|
transform.translation = translation;
|
|
}
|
|
}
|
|
|
|
// Adjusts app settings per user input.
|
|
fn adjust_app_settings(
|
|
mut commands: Commands,
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut app_settings: ResMut<AppSettings>,
|
|
mut point_lights: Query<Entity, With<PointLight>>,
|
|
mut spot_lights: Query<Entity, With<SpotLight>>,
|
|
mut text: Query<&mut Text>,
|
|
) {
|
|
// If there are no changes, we're going to bail for efficiency. Record that
|
|
// here.
|
|
let mut any_changes = false;
|
|
|
|
// If the user pressed P, toggle volumetric state of the point light.
|
|
if keyboard_input.just_pressed(KeyCode::KeyP) {
|
|
app_settings.volumetric_pointlight = !app_settings.volumetric_pointlight;
|
|
any_changes = true;
|
|
}
|
|
// If the user pressed L, toggle volumetric state of the spot light.
|
|
if keyboard_input.just_pressed(KeyCode::KeyL) {
|
|
app_settings.volumetric_spotlight = !app_settings.volumetric_spotlight;
|
|
any_changes = true;
|
|
}
|
|
|
|
// If there were no changes, bail out.
|
|
if !any_changes {
|
|
return;
|
|
}
|
|
|
|
// Update volumetric settings.
|
|
for point_light in point_lights.iter_mut() {
|
|
if app_settings.volumetric_pointlight {
|
|
commands.entity(point_light).insert(VolumetricLight);
|
|
} else {
|
|
commands.entity(point_light).remove::<VolumetricLight>();
|
|
}
|
|
}
|
|
for spot_light in spot_lights.iter_mut() {
|
|
if app_settings.volumetric_spotlight {
|
|
commands.entity(spot_light).insert(VolumetricLight);
|
|
} else {
|
|
commands.entity(spot_light).remove::<VolumetricLight>();
|
|
}
|
|
}
|
|
|
|
// Update the help text.
|
|
for mut text in text.iter_mut() {
|
|
*text = create_text(&app_settings);
|
|
}
|
|
}
|